﻿<!DOCTYPE html>
<html>

<head>
    <meta charset="utf-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>CurvePath多段路径生成管道</title>
    <!-- <script src="https://cdn.staticfile.org/jquery/3.5.1/jquery.min.js"></script> -->
    <script src="../../js/three.js"></script>
    <script src="../../js/controls/OrbitControls.js"></script>
    <style type="text/css">
        body {
            margin: 0;
            overflow: hidden;
        }
    </style>
</head>

<body>
    <script>
        /**
         * 创建场景对象Scene
         */
        var scene = new THREE.Scene();
        /**
         * 创建模型
         */
        // 创建多段线条的顶点数据
        var p1 = new THREE.Vector3(-85.35, -35.36)
        var p2 = new THREE.Vector3(-50, 0, 0);
        var p3 = new THREE.Vector3(0, 50, 0);
        var p4 = new THREE.Vector3(50, 0, 0);
        var p5 = new THREE.Vector3(85.35, -35.36);

        // 创建线条一：直线
        let line1 = new THREE.LineCurve3(p1, p2);
        // 创建线条2：三维样条曲线
        var curve = new THREE.CatmullRomCurve3([p2, p3, p4]);
        // 创建线条3：直线
        let line2 = new THREE.LineCurve3(p4, p5);
        var curvePath = new THREE.CurvePath(); // 创建CurvePath对象
        curvePath.curves.push(line1, curve, line2); // 插入多段线条

        //通过多段曲线路径创建生成管道
        //通过多段曲线路径创建生成管道，curvePath：管道路径
        var geometry2 = new THREE.TubeGeometry(curvePath, 100, 5, 25, false); // 管道几何体
        var material2 = new THREE.MeshPhongMaterial({
            color: 0xE6A23C,
            side: THREE.DoubleSide, //双面可见
        }); //材质对象
        var mesh = new THREE.Mesh(geometry2, material2);
        scene.add(mesh);
        // 坐标系辅助显示
        var axesHelper = new THREE.AxesHelper(200);
        scene.add(axesHelper);

        // 辅助坐标系   老版本AxisHelper 新版本AxesHelper
        var axisHelper = new THREE.AxisHelper(250);
        scene.add(axisHelper);

        /**
         * 光源设置
         */
        //环境光   环境光颜色RGB成分分别和物体材质颜色RGB成分分别相乘
        var ambient = new THREE.AmbientLight(0x444444);
        // var ambient = new THREE.AmbientLight(0xffffff,0.2);//在构造函数中设置光照强度
        // 设置光照强度属性
        ambient.intensity = 1;
        scene.add(ambient); //环境光对象添加到scene场景中
        //点光源
        var point = new THREE.PointLight(0xffffff);
        //设置点光源位置  光源对象和模型对象的position属性一样是Vector3对象
        //PointLight的基类是Light  Light的基类是Object3D  点光源对象继承Object3D对象的位置属性position
        point.position.set(400, 200, 300);
        scene.add(point);
        /**
         * 相机设置
         */
        var width = window.innerWidth; //窗口宽度
        var height = window.innerHeight; //窗口高度
        var k = width / height; //窗口宽高比
        var s = 150; //三维场景显示范围控制系数，系数越大，显示的范围越大
        //创建相机对象
        var camera = new THREE.OrthographicCamera(-s * k, s * k, s, -s, 1, 1000);
        camera.position.set(200, 300, 200); //设置相机位置
        camera.lookAt(scene.position); //设置相机方向(指向的场景对象)

        /**
         * 创建渲染器对象
         */
        var renderer = new THREE.WebGLRenderer();
        renderer.setSize(width, height); //设置渲染区域尺寸
        renderer.setClearColor(0xb9d3ff, 1); //设置背景颜色
        document.body.appendChild(renderer.domElement); //body元素中插入canvas对象

        // 渲染函数
        function render() {
            renderer.render(scene, camera); //执行渲染操作
        }
        render();
        //创建控件对象  相机对象camera作为参数   控件可以监听鼠标的变化，改变相机对象的属性
        var controls = new THREE.OrbitControls(camera, renderer.domElement);
        //监听鼠标事件，触发渲染函数，更新canvas画布渲染效果
        controls.addEventListener('change', render);
    </script>
</body>

</html>